Victory Condition


Author: Chris Thorpe

Publisher: Oberon Books

ISBN: 1786821060

Category: Drama

Page: 72

View: 903

'A thousand people are taking a sip of coffee within the city limits of Johannesburg, each unaware of the other doing it, each one necessarily thinking they are the only one. An attempt to get to grips with the fact that everything happens at once. And to see if there’s anything we can do about it. 'Find the connection between where you are and where I am. Open up the space between us and do something.

Tabletop Game Design for Video Game Designers


Author: Ethan Ham

Publisher: CRC Press

ISBN: 1317536045

Category: Design

Page: 338

View: 6286

Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website ( which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

Fundamentals of Game Design


Author: Ernest Adams

Publisher: New Riders

ISBN: 9780132104753

Category: Computers

Page: 696

View: 9849

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

Characteristics of Games


Author: George Skaff Elias,Richard Garfield,K. Robert Gutschera

Publisher: MIT Press

ISBN: 026201713X

Category: Games & Activities

Page: 311

View: 6912

Characteristics of Games offers a new way to understand games: by focusing on certain traits -- including number of players, rules, degrees of luck and skill needed, and reward/effort ratio -- and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games -- board games, card games, computer games, and sports -- have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. Characteristics of Games -- written by three of the most prominent game designers working today -- will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Game Design Theory Fundamentals


Author: Tylor Chacon

Publisher: Lulu Press, Inc

ISBN: 1365715450

Category: Games & Activities

Page: N.A

View: 4045

A no-nonsense game development theory guide that summarizes techniques and processes that game developers use every day to help them plan and execute their creative visions. The hints, tips and insider shortcuts contained in this book are derived from over a decade of indie game development and hosting video game programming classes. We have aggregated some of the best practices and lessons from many educational resources that are only available to those who teach game design to students in a lab setting. You can now enjoy this 140+ page guide full of vivid imagery and colorful depictions that will prepare you for all of the concepts you will encounter in the awesome world of video game development. Save yourself some headaches and read through this guide and then use it as a reference throughout your development process!

Andrew Rollings and Ernest Adams on Game Design


Author: Andrew Rollings,Ernest Adams

Publisher: New Riders

ISBN: 9781592730018

Category: Computers

Page: 621

View: 7989

The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.

Fundamentals of Puzzle and Casual Game Design


Author: Ernest Adams

Publisher: New Riders

ISBN: 0133812332

Category: Computers

Page: 50

View: 7487

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the puzzle and casual game genres. This focused guide gives you exactly what you need. It walks you through the process of designing for the puzzle and casual game genres and shows you how to use the right techniques to create fun and challenging experiences for your players.



Author: Royal Institute of Philosophy

Publisher: Ardent Media



Page: N.A

View: 2356

Rights and Reason

Essays in Honor of Carl Wellman


Author: Marilyn Friedman,Larry May,K. Parsons,J. Stiff

Publisher: Springer Science & Business Media

ISBN: 9401594031

Category: Philosophy

Page: 277

View: 3143

The papers in this book have been collected in celebration of Carl Wellman, who, after forty-five years, is retiring from teaching. Here I would like to highlight a few of the moments which have shaped Carl as a person and a philosopher. Although his childhood was not unhappy, Carl faced considerable challenges growing up in Manchester, New Hampshire. He ne ver knew his father; he and his mother, Carolyn, had little money; and he fought a long battle with Stevens-Johnson Syndrome, an illness which made hirn more familiar with hospitals than any young person should be. (His mother once told me that there were times when the doctors put Carl in his own hospital room because, while he was too young to be housed with adult men, they did not want the other children to see hirn die. ) Following a year of physician-prescribed rest after high school, the doctors recommended the University of Arizona in the misguided hope that the desert climate might improve his health. In spite of the doctors' hopes, life in Tucson was not easy. The heat takes its toll on everyone, but the desert was especially oppressive for Carl since his unusually sensitive eyes were no match for the intense sun. Still, Carl enjoyed college.




Author: Bastion Press, Incorporated

Publisher: Bastion Press, Inc.

ISBN: 9781592630066

Category: Dungeons and Drgaons (Game)

Page: 160

View: 2507

The vast red desert of Arena sprawls south and westward from the nurturing plains of Penance. Spurred onward by the ancient promise of gold buried beneath the sands, massive armies of brutal warriors rumble across the scarred and wasted terrain. For the fortunate few, the ultimate dream of Arena still comes true - immeasurable riches, supreme command, and decades of extravagant and luxurious living atop the Queen's pedestal of pleasure. For most however, whatever dreams they may harbor are soundly crushed under years of backbreaking labor, constant battle, exhausting marches, gruesome butchery, and an infinity of accursed crimson sand.For the prospective Warlord, a sea of troubled choices and impossible trials awaits. Can you lead your army to victory against the savage legions of Minos Spar, the terrible war golems of Asheanna, or the unnatural technology of Ossian? Will your hidden mine escape the attention of the flying navies of the Grand Asherake? Strategy, fortune, alliances, and leadership are your only weapons in this endless and unforgiving struggle for wealth, power, and glory.Oathbound: Arena provides a new entry point into the world of the Forge. This is the Domain of Barbello, the Mask of Fury, the invincible mistress of rage, pain, warfare, and death. Who amongst you can withstand her test?

BattlePlan Magazine

Issue 5


Author: Decision Games,Past Into Print Publishing

Publisher: Past Into Print Publishing


Category: Games

Page: 69

View: 1750

Battleplan was an ambitious magazine devoted to providing variants, scenarios, and articles on game strategy for wargaming products by a variety of publishers. Published between 1987 and 1989, the magazine had a great deal of content to appeal to war gamers, including articles and materials for Ambush!, Squad Leader, Advanced Squad Leader, Up Front, and many other games. The periodical lasted nine issues, before it was folded into the Wargamer, Volume 2 periodical.In this issue, published in January/February 1988, the contents include: The Editorial Letters Two New Squad Leader Scenarios - "Race to the Clerf" and "Last Stand on the Oder" Russian Campaign II - Changes and strategies for this expansion kit Assault on Singapore - New scenarios Top Gun in the Med - Additional campaigns for Top Gun Victory in Europe - Two new scenarios for this Omega game Added Fuel to A World in Flames - Optional rules Dance of the Vampires - Scenario for VG 2nd Fleet Will We Ever Forget to Remember the Maine? - Situations and strategies for the S&T game Guns of August - Complete mega-variant for AH Guns of August Rodger MacGowan: His Art and His Style - In depth interview with the artist Duel in the Desert and North African Campaign - Short variants for these two games Last Panzer Victory - Strategies and errata More Panzer Victories - Variants for the battle of Debrecan in Last Panzer Victory Historical Research - Why and How – An expert shares his methods Feedback Forum Shanghai Trader Tournament Rules Gamer’s Guide Classifieds Writers Guidelines Inserts: "Race to the Clerf" and "Last Stand on the Oder" Squad Leader scenarios; countersheet for Guns of August mega-variant

The Boardgamer Avalon Hill Player's Guide Collection

War at Sea, 1776, PanzerBlitz, Panzer Leader, and B-17 Queen of the Skies


Author: Bruce A. Monnin

Publisher: Past Into Print Publishing


Category: Games

Page: 416

View: 9915

The publisher of The Boardgamer magazine created five special issues devoted entirely to one game within the Avalon Hill catalog. They were known as Unofficial Player guides, but were considered the best collection of new information, variants, scenarios, rules variations, errata, inserts, and new articles written for these games. Fans loved the materials, because it delivered new life into a game that was forgotten by Avalon Hill, but still cherished by the players. This item is the collection of all five guides for 1776, PanzerBlitz, Panzer Leader, War at Sea, and B-17 Queen of the Skies. Below is a description of each guide: A. This player's guide, the first in a series of five, is dedicated to the naval wargame War At Sea The articles include: Victory In The Atlantic - Strategic Considerations and a Variety of British Opening Moves Admirals Raedar and Doenitz Would’ve Been Proud - Axis Play In War At Sea Mediterranean Strategies - The Exciting Approach To War At Sea Why I’m A “Barents On One” Believer - Allied Opening Strategy For War At Sea Underwater Strategy - Use of U-Boats In War At Sea Ten Hints Everyone Ought To Know By Now - Quick Tips For War At Sea War At Sea – Beginner’s Tip Sheet - Prepared For Avaloncon ‘97 Rules Clarifications For War At Sea - As Of July 1, 1999 Improving Yahtzee At Sea - A War At Sea Variant References From The General - War At Sea Articles Through The Years War At Sea Series Replay #1 - Barents On 1 Challenged War At Sea Series Replay #2 - The North Sea Gambit War At Sea Series Replay #3 - The Rubber Match War At Sea Series Replay #4 - The Mediterranean StrategyAvaloncon/WBC Statistics - From the 1991 – 1998 Tournaments B. In this player's guide, the second in a series of five, is dedicated to the revolutionary-war game 1776. The articles include: The American Revolution - And The Boardgaming Hobby Command Pressures Revisited - Leader For 1776 Partisan Leaders - For 1776 1776 Elite Units, Artillery and Naval Rules - and General Rule Observations Wilmington - The Forgotten City In 1776 1776 Clarifications - and PBeM Play Conventions Trouble Areas - Realistic Supply Movement In 1776 The 1776 Thesis - Strategy In 1776 A New 1776 Thesis - The 1776 Thesis Analyzed Contrasting Games On The Revolution - American Revolution, 13: The Colonies In Revolt, and 1776 The Invasion Of Canada Scenario Revisited - Modifying 1776’s Scenario #1 The British Southern Campaign - A 1776 Short Campaign Game Lincoln’s Southern Campaign – 1779 - Revised The British Dilemma – 1778 - A 1776 Scenario Montcalm And Wolfe - A 1776 Variant For The French & Indian War – 1759 The Tory and Indian War – 1778 - Revised 1776 Revisited - A 1776 Scenario At Avaloncon The British Receding - A New 1776 Scenario In The South – 1781 The Carolinas – 1776 - A New Short Scenario The British Receding - A 1776 Series Replay Insert: Countersheet - Additional Counters for 1776 C. In this player's guide, the third in a series of five, is dedicated to the classic, Eastern Front armor wargame Panzerblitz. The articles include: More New Expressions For A Familiar Face - Do Your Own Panzerblitz Prokhorovka - New Scenarios For Panzerblitz Historical Addendum To Prokhorovka - Historical Orders Of Battle For Each Scenario Panzerblitz Clarifications - and Question Box Variations On A Theme - For Panzerblitz Tournament Situations - For Panzerblitz Panzerblitz Tournament Situations – Part II - And An Analysis Of The Situations The Pieces Of Panzerblitz - Part 2 References From The General New Expressions For A Familiar Face II - Still More Situations For Panzerblitz Operation Wintergale - The Relief Of Stalingrad Beyond Situation 25 - Yet More New Scenarios For Panzerblitz More Historical Corrections - To Panzerblitz Situations References From The Boardgamer Other Products From The Boardgamer Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue D. In this player's guide, the fourth in a series of five, is dedicated to the classic, Western Front armor wargame Panzer Leader The articles include: More New Expressions For Another Familiar Face - Do Your Own Panzer Leader The Battle For The Remagen Bridge - New Scenarios For Panzer Leader New British Scenarios For Panzer Leader - British And Commonwealth 1944 & 1945 Situations Panzer Leader Situations - A Collection Of Panzer Leader Scenarios Panzer Leader 1940 Situations - Variant Situations Updated Panzer Leader Clarifications - And Question Box Other Products From The Boardgamer The Pieces Of Panzer Leader - Part 2 The Pieces Of Panzer Leader - Part 3 - Panzer Leader 1940 References From The General More Historical Corrections - To Panzer Leader Situations References From The Boardgamer The Panzer Leader In Normandy - Situations From The Normandy Campaign Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue E. In this player's guide, the fifth in a series of five, is dedicated to the classic, aerial bomber wargame B-17: Queen of the Skies. The articles include: Bombing The Med - Adding the 9th and 12th USAAF and the RAF No. 160 & No. 178 Squadrons Command Decisions - In B-17: Queen of the Skies In Search of Geographical Accuracy - Or, “Hey Navigator Where Are We?!” The Winged Soldiers of ‘44 - A B-17: Queen of the Skies Variant This collection is a must have for fans of these classic, Avalon Hill wargames.

Level Up! The Guide to Great Video Game Design


Author: Scott Rogers

Publisher: John Wiley & Sons

ISBN: 1118877195

Category: Computers

Page: 552

View: 2587

Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!

Strategy Games


Author: Dave Morris,Leo Hartas

Publisher: The Ilex Press Ltd

ISBN: 9781904705451

Category: Computer games

Page: 144

View: 5283

This environmentally aware activity book includes 26 realistic sticker images depicting an anteater, an armadillo, parrots, butterflies, a frog, monkeys, and other animals. Simply apply them to the laminated backdrop of a rain forest dense with vegetation. Design as many exotic scenes as you want by rearranging the reusable peel-and-apply stickers.

Destined for Victory


Author: Funke Lekan-Salami

Publisher: Trafford Publishing

ISBN: 1412057035


Page: 32

View: 5090

Rules of Victory


Author: N.A

Publisher: Armour Publishing Pte Ltd

ISBN: 9814270180

Category: Christian life

Page: 154

View: 8887

The First 20 Hours

How to Learn Anything . . . Fast!


Author: Josh Kaufman

Publisher: Penguin

ISBN: 1101623047

Category: Self-Help

Page: 288

View: 8327

Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.


Journalism at Play


Author: Ian Bogost,Simon Ferrari,Bobby Schweizer

Publisher: MIT Press

ISBN: 0262014874

Category: Games

Page: 235

View: 3503

Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; re-create a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robot's game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism--not just an occasional treat for online readers--newsgames can make a valuable contribution.

Interactive Storytelling for Video Games

Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more


Author: Josiah Lebowitz,Chris Klug

Publisher: Taylor & Francis

ISBN: 113612733X

Category: Art

Page: 336

View: 2732

What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Fundamentals of Shooter Game Design


Author: Ernest Adams

Publisher: New Riders

ISBN: 0133811050

Category: Computers

Page: 50

View: 5503

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the shooter games genre. This focused guides gives you exactly what you need. It walks you through the process of designing for the shooter game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.